Star Conflict OBT v.0.9.10 Discussion

hmmm… you know i just figured after i made that lasers comment about lag prediction, that several things are true:

 

since lasers must be aimed in front of the target, and register a hit, but not when aimed directly at a moving targets.

 

A. by the time the packet for firing the laser gets to the server, the enemy has already moved from the position you see them on your screen.

 

B. but the position of the enemy has not been updated on your screen to reflect that

 

which leads me back to:

 

C. there is something wrong with the lag compensation and prediction.

 

as if the lead cursor now has ping compensation, but the model prediction/interpolation engine doesn’t.

Currently, when the enemy is within 1000m, the targeting cursor is more than 1cm away from the place you are suppose to shoot to actually hit the enemy!

From playing with the ping prediction - I conclude it has zero effect on the aiming indicator (I no longer shoot where the game tells me to due to it being wrong for so long !)

I still want to know if the Ion emitter’s debuff are cumulating when multiple fighter with it fire at you.

I still want to know if the Ion emitter’s debuff are cumulating when multiple fighter with it fire at you.

We have already answered to this question looooong time ago. The debuff is created only for your ship.

Currently, when the enemy is within 1000m, the targeting cursor is more than 1cm away from the place you are suppose to shoot to actually hit the enemy!

From playing with the ping prediction - I conclude it has zero effect on the aiming indicator (I no longer shoot where the game tells me to due to it being wrong for so long !)

Post a bug with logs. Complete logs. We will try to repeat it.

I still want to know if the Ion emitter’s debuff are cumulating when multiple fighter with it fire at you.

Rakza, remember the original russian string of the Ion Emitter: It doesn’t “reduce” resistances, it “pierces” resistances, and it only works for the one shooting.

By the way, nice patch so far, and thanks for fixing the achievements, now I got a rain of them, lol.

Rakza, remember the original russian string of the Ion Emitter: It doesn’t “reduce” resistances, it “pierces” resistances, and it only works for the one shooting.

By the way, nice patch so far, and thanks for fixing the achievements, now I got a rain of them, lol.

 

I still think that 100 pts is too damn high…

But ECM Need a buff u kidding?

Its a pure no0b ship press stasis and xxxx up your Enemy with unguided rockets and everything you have While your Target cant do a shi.t… And when he can just energydrain and Ionize him…no this ship needs nobuffs it Need to be revamped.

 

I think you should really take the time and play this class. 

Preferably alone in a PUG. Its the best way to learn its weaknesses. Actually I rarely die to an ECM. 

Most deaths on my side are caused by missiles, Particle Purge, Mines, Bubbleguns. In that order.  

Yes, picking up and planting bomb doesn’t count atm. You got synergy as ‘being on a loosing side’.

We are aware of that and plan to improve synergy calculation system in further updates.

 

Thanks for the answer. I hope it will get fixed. Its a bit unfair since you become the primary target and have nothing from it. 

 

From what i have experienced so far (I was playing T3) the game feels better now. Might be its in the bug-fixes/small changes. 

The real test will come in the evening in T4. 

 

The new PVE mission is close to Hidden Maintanance Shop, seems to me like a variation to it. 

Its good tho, that PPL can finally loot T3 items. And I give you, that it is hard to implement new features logic-wise in PvE. 

Love :

How now you can see which ships friends have.

Increased income. (Not tested yet, but any increase will be better than no increase)

Proximity Mine
Reduced the number of mines in a cartridge to 3

 Spy Drones Container

Active time reduced by 33%

Particle Purge

Damage dealt per spent shield charge unit reduced by 17%

  :salute: 

 

Hate :
Nothing and that comes from person who was disappointed more than amazed for last 20 patches.

Let’s hope no ninja changes this time.

That CPU slot, is it a replacement for existent slot or its just extra one? If it is later, I don’t see much logic in this buff

Needed for Horizon to acomodate the plasma 4000 range + modules 4000 range support type ECM

Antibus, what about the poor Pirate R8 ships? Those could sure use that R9 implant bonus, they would be so much more useful with that, right now they are, well… bad. 

 

Indeed, I don’t know why if premium ships are max rank of their tier, pirate ships arent…

Question : Few patches ago Cov Ops that had 20% increased effectiveness of modules only affected Orion and Plasma Arc. The anti-radar and jammer were not affected. 

Few days ago I dusted off 1 of my CO and I notice that it now increases ONLY Orion and not the plasma arc.

I moved the same weapon (mk4) and same plasma arc (mk4) to another CO with reload times bonus and the plasma arc dmg was the same, while orion had 20% less dmg as it is supposed to be.

 

When did that ninja nerf happen ? Why ? What is the point of having ship with increased module effectiveness (or should I say increased Orion only effectiveness) instead of reload now?

 

Both ships which I tried are max synergy, so all bonuses unlocked. Also same tier.

 

\Should the bonus be changed ? I would like say duration on Anti-radar + Jammer by 20% as an option. that is 4 sec more anti-radar and 1.5-2 sec more jammer duration. Before enemy’s reduction.

When will the sector matching be fixed…all federation on one side…all empire on one side…ect… We also need to have more warehouse space or don’t count the items equipped on the ships as in storage.

When will the sector matching be fixed…all federation on one side…all empire on one side…ect… We also need to have more warehouse space or don’t count the items equipped on the ships as in storage.

I don’t think we’ll ever have “All Empire vs all Fed” as you describe, because that can lead to nasty situations like 12 vs 12 matches of “3 Empire Corps vs 12 randoms”. 

Your build must be wrong then …

 

http://i.imgur.com/BLiEMqs.jpg

Compensators are soooooooo 0.9.8s

While we are on “very needed CPU slot” wagon

I will trade my CEOs kidney for Kite/Eagle Capacitor slot.

I like the changes and i do like Recon changes as well, Remember Shield drain wasn’t nerfed in power but you can no longer spam this stuff all over the place, cooldown was extremely low for the benefits it provides.

My problem with Recons specialized missiles (now with missile speed implant nerf even more) is that for me it is designed to fight other interceptors (it is useful against fighters, but not so much as mines or dmg rockets) and combination of extremely slow projectile speed (~1500ms?) and small proximity detonation (75m) it is extremely hard to hit any interceptor with it, the only way is when you hit some object next to your target and it get hit by 500 range of the explosion, night impossible to hit anything agile wide in the open. Speed is too low to be even remotely reliable against other intys.

That was just a build I threw together to show Betatrash something :lol:  (I do not fly the black swarm anymore due to it being fully synergised)

I think you should really take the time and play this class. 

Preferably alone in a PUG. Its the best way to learn its weaknesses. Actually I rarely die to an ECM. 

Most deaths on my side are caused by missiles, Particle Purge, Mines, Bubbleguns. In that order.  

i got a t5 ecm did it buyed long time ago  but i will never fly ecm ~~this class is not worth to play it in my eyes. 

and sure ecm dont kill you, because someone who see you in stasis kills u, this ship takes off pilots and dont care about theirs Flight skills.

 

we have a bunch of pilots in esb to take them down u need a ECM otherwise u cant do a shi.t

To my mind, with the way ships work at the moment, the Devs should be pushing for a rock-paper-scissors mentality. Specifically:

 

ECM beats Inty. Face it, no class suffers more for being unable to run away than the Interceptors. To my mind, ECM should be the go-to way to lock down your fellow Inty pilots.

 

CovOps beats Frigate. Plasma arcs are tasty vs slow-moving targets, and I would like to see more done to push CovOps pilots to chase down enemy Frigates.

 

Recon beats Fighter. Now I admit I am not sure how to do this. Certainly, I always felt (a while back this is) that Recons trump Tacklers pretty much every time. The problem is that everything a Recon does is either good vs a lot of classes, or good against one end of the scale or the other (Inty / Frigate).

 

I would apply this thinking across the board, just to give the game a nice bit of variety. While any class can fight any other class, tooling each ship against a broad group allows for more variation on our part. If the enemy is Frigballing, then there are three options available to the pilot - the anti-Frig Inty, the anti-Frig Fighter, and the anti-Frig Frigate.

 

Note, however, I am not talking about specific builds. If Gunships are anti-frigate, they should always be anti-frigate, not “anti-frigate if you fit a bubble gun”. Working this way means players can make informed choices to help their team without being forced into a role they may not like. If Bubble-Gunship is the only viable anti-Guard build, then it sucks for people who don’t like Gunships. But if there are three ships with multiple potential anti-Guard builds, things look much better.

 

I doubt we’ll see this happen, but it’s a direction I hope the Devs take the game. Ideally, after fixing the Ship Tree.

 

 

sidenote: Just for fun… imagine the following is true:

ECM / Tackler / Guard > Inty.

Recon / Command / Engi > Fighter.

CovOps / Gunship / Long Range > Frigate.

 

Here’s how the ideal (eg: all tiers use the T5 ship placement model) ship tree plays out. I’m ignoring T1 because they need to be handled differently for balance reasons.

 

EMPIRE:

Rank 4/7/10/13: anti-Fighter Inty, anti-Frigate Fighter, anti-Frigate Frigate.

Rank 5/8/11/14: anti-Inty Inty, anti-Fighter Fighter, anti-Fighter Frigate.

Rank 6/9/12/15: anti-Fighter Inty, anti-Frigate Fighter, anti-Frigate Frigate.

Overall: Empire are your faction of choice for recking Frigates and Fighters, but sucky vs Interceptors.

 

FEDERATION:

Rank 4/7/10/13: anti-Frigate Inty, anti-Inty Fighter, anti-Fighter Frigate

Rank 5/8/11/14: anti-Fighter Inty, anti-Frigate Fighter, anti-Inty Frigate

Rank 6/9/12/15: anti-Frigate Inty, anti-Inty Fighter, anti-Fighter Frigate

Overall: Really good balance. Federation offer good counters to every ship category.

 

JERICHO:

Rank 4/7/10/13: anti-Inty Inty, anti-Fighter Fighter, anti-Inty Frigate.

Rank 5/8/11/14: anti-Frigate Inty, anti-Inty Fighter, anti-Frigate Frigate.

Rank 6/9/12/15: anti-Inty Inty, anti-Fighter Fighter, anti-Inty Frigate.

Overall: Primarily anti-interceptor, with some anti-Fighter. Is relatively well-rounded, but not as much as Federation.